using UnityEngine;
using UnityEditor;
using UnityEngine.UI;

[CustomEditor(typeof(AudioInit)), CanEditMultipleObjects]

public class AudioInitInspector : Editor
{
    AudioInit component;

    void OnEnable()
    {
        component = target as AudioInit;
    }

    public override void OnInspectorGUI()
    {
        serializedObject.Update();
        EditorGUILayout.LabelField("AkWwiseInitializationSettings:");
        EditorGUILayout.PropertyField(serializedObject.FindProperty("InitializationSettings"), GUIContent.none);
        EditorGUILayout.LabelField("State:");
        EditorGUILayout.PropertyField(serializedObject.FindProperty("states"), GUIContent.none);
        EditorGUILayout.LabelField("Event:");
        EditorGUILayout.PropertyField(serializedObject.FindProperty("events"), GUIContent.none);
        EditorGUILayout.LabelField("SoundBanks:");
        AudioScriptGUI.DrawList(serializedObject.FindProperty("banks"));
        serializedObject.ApplyModifiedProperties();
    }
}